There are a whole series of custom martial arts Techniques available for the aspiring martial artist in Warj'Arune.

There are two martial arts "schools" in Warj'Arune, at least publicly. Ku'Lin, or "Old Way", was the original school since the time of the Tanar'ri Wars. It split into two schools collectively referred to as the Warring Dragons, for their bitter rivalry; they sprung out of Ku'Lin in the recent past over a disagreement by their Head Masters in a fundmental aspect of their martial arts philosophy. The details of this disagreement will have to be discovered in-game, though some accountings can be read in the World History & Lore section. Neither school identifies itself with Good or evil, rather they separate themselves form the rest of the world, and reserve their enmity for each other.

The following lists represent the various paths of Techniques that can be learned by those who train at any of these schools, and the prerequisites for starting each of these paths. Note that the Warring Dragons will outright refuse (and usually kill) anyone approaching them that has already trained at their enemy school. Ku'Lin Paths are available to students of either school (and Ronin Monks). Only characters with levels of the Monk class can gain these techniques.

There are 3 techniques in each Path. The first technique is learned at 7th Monk Level, the second at 14th Monk Level. The third is always Epic Monk (21st). Each time you gain a new technique, you gain an additional daily use of Stunning Fist. Techniques can be gained retroactively: if you meet all the prerequisites for a Path after 7th level, you still gain the 7th level Technique, and so forth.

Unless otherwise mentioned, Ki Path Techniques are all Supernatural Abilities that require Verbal and Somatic components as well as an expenditure of Ki (some number of Stunning Fist uses for the day).
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Ku'Lin Techniques:

I - The Way of Sudden Motion: As a Swift Action you can spend 2 uses of Stunning Fist to Haste yourself for 1 Round / Monk Level. This does not stack with any other Haste effect.

II - The Way of All Things Slowing: Once per day as a Swift Action you can spend 4 uses of Stunning Fist to create an area of slow time. Your Movement is doubled, and you gain an extra Standard Action per round and +8 Insight Bonus to Dexterity. This affect lasts 1d4 + WIS mod rounds. This does not stack with any other Haste effect.

III - The Way of All Things Stopping: Once per month as a swift action you can spend 9 uses of Stunning Fist to stop time. Everyone else in the encounter is is affected as per a Time Stop spell, except that other creatures are vulnerable to your attacks and spells, and you can target such creatures with any attack, spell or ability. This affect lasts 1d3+1 rounds. This technique is considered an Epic Spell when interacting with other abilities & effects.
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I - The Way of Finding Self - You may spend 2 uses of Stunning Fist as a Standard Action, or 3 uses of Stunning Fist as a Move Action, to use Invisibility with a Caster Level equal to your Monk Level. If you're Epic, then instead you spend 2 uses of Stunning Fist as a Move action, or 3 uses of Stunning Fist as a Swift Action. You may spend an additional use of Stunning Fist as a Free Action to extend the duration by your WIS mod in minutes.

II - The Way of Finding Others - Once per day you may spend 4 uses of Stunning Fist and a Full Round Action to create an Improved Invisibility Sphere effect. This functions as Invisibility Sphere, except that you and all creatures in range are all displaced as well. You have Total Concealment against anyone who can see the invisible, although they still know what square you occupy. When the Invisibility effect ends on you or anyone else who was affected, you still have Total Concealment for 1 Round / Monk Level starting at that time. You may spend an additional use of Stunning Fist as a Free Action to extend the duration of the Improved Invisibility Sphere effect by your WIS mod in minutes, but you cannot extend the displacement effect that occurs once the Invisibility wears off.

III - The Way of Self & Nothing - Once per week you may spend 9 uses of Stunning Fist and a Full Round Action to create an Epic Greater Invisibility effect for a duration of 1 Round per Monk Level. You are considered Incorporeal whenever it is to your advantage, even if it means you are corporeal and incorporeal at the exact same time. You gain a Flight Speed of 20' and Perfect Maneuverability, and are invisible to everything, including normal vision, Darkvision, See Invisibility, Blindsight, True Seeing, Mindsight, Lifesight, Tremorsense, Scrying, and any other detection ability. Only other Epic effects or Divine Interventions can see you, per DM adjudication of the relative power levels of the effect creators. As a free action, you may spend 1 extra use of Stunning Fist to extend the duration for 1 Round. As long as you have at least 7 rounds of duration left, you may expend 7 rounds of your remaining duration of this effect to use Greater Teleport or Plane Shift (without any chance of error) on yourself only. This technique is considered an Epic Supernatural Ability when interacting with other abilities & effects.
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The Path of Sight
Required Feats: Eyes In The Back Of Your Head, Blindfight, Blindsight 5-Ft. Radius.

I - The Way of Foreseeing: You can spend 2 uses of Stunning Fist and a Standard Action to use either a Clairaudience/Clairvoyance OR See Invisibility effect with a caster level equal to your Monk level. You may spend an additional use of Stunning Fist as a Free Action to extend the duration by your WIS mod in minutes (Clairaudience/Clairvoyance) or your WIS mod X 10 minutes (See Invisibility).

II - The Way of Effortless Knowledge: Once per day you can spend 5 uses of Stunning Fist and a Standard Action to use either a Legend Lore OR True Seeing effect with a caster level equal to your Monk level. Note that using Legend Lore may require a very long period of meditation equal to the casting time of the normal spell. If you're using the True Seeing form of this Technique, you may spend an additional use of Stunning Fist as a Free Action to extend the duration by your WIS mod in minutes.

III - The Way of Prophecy and Return: Once per year you can spend 9 uses of Stunning Fist and a Full Round Action to touch the Spirits Of The Ten Thousand Immortals and save yourself in Time, prophesying your return. These 9 uses of Stunning Fist are not recoverable until/unless you activate the final portion of this ability (an Immediate Action), or, spend 9 more uses to create a new prophecy. You can bring that version of yourself forwards to the current moment of Time with but a thought, should the need arise. Upon using this Technique to restore yourself to your prophesied form you only need to wait 1 month before you can Initiate this technique again. You will find yourself in the location where you initially made your prophesy, with the abilities and possessions that you had at that time, and you are able to recover the 9 spent Stunning Fist uses upon resting, as normal. NOTE: This WILL allow you to escape the Afterlife. This technique is considered a Divine Intervention when interacting with other abilities & effects.
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The Path of Will
Required Feats: Iron Will, Endurance, Power Critical (Unarmed Strike)

I - The Way of Fighting Without Fighting: You can spend 3 uses of Stunning Fist and spend a Standard Action to let out a ki-powered shout, and gain the Frightful Presence extraordinary ability, which takes effect immediately and lasts for a duration of 1d6 + STR mod rounds. Opponents who heard your shout and that have fewer Hit Dice or levels than you become shaken for the duration of the effect if they fail a Will save (DC 10 + 1/2 your Monk Level + your WIS modifier). While the effect is active, any opponent with less than twice your Hit Dice who starts their turn within melee range of you must make the same save, even if they were already previously affected. If they were already shaken and they fail another save, they become frightened instead. If they were already frightened, they become panicked. An opponent that succeeds on the saving throw is immune to further effects from your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. As a free action, you may spend 1 extra use of Stunning Fist to extend the duration for 1 Round, or 2 extra uses of Stunning Fist to extend the duration for an additional number of rounds equal to your WIS mod.

II - The Way of Last Words: Once per day you can spend 6 uses of Stunning Fist and make a single unarmed strike as a Standard Action while letting out a greater ki-powered shout. If you hit your opponent, they suffer the effects of a Greater Shout spell in addition to your unarmed strike (except that no objects they carry are threatened), and, if they have less than 101 hit points after all damage is resolved, are knocked unconcious for 1d4 minutes (no Save, though SR does apply.)

III - The Way of Retributive Death: Once per month you can spend 9 uses of Stunning Fist and 10 minutes of meditation to enforce your will upon the Three Fates. These 9 uses of Stunning Fist are not recoverable until/unless the final portion of this ability is activated (a contingent Full Round action), or, a month has passed (at which point you can choose to renew the ability). If you are slain while this ability is active, the contingency takes effect: you will immediately be covered in rubble, bodies, or anything else nearby that can conceal your form in some seemingly coincidental fashion (perhaps a minor cave-in.) On the following round, you are targeted with a contingent True Resurrection effect, though you can take no actions that round other than the following, which you must do: an eerie shout will cry forth from your location as one of your hands rises up from the rubble, clenched or clawed at your choice. All who see this happen must make an immediate Will save (DC 25 + your WIS modifier) or be Panicked (this is a mind-affecting Fear effect.) Those who make their save are Shaken (can stack with previous Fear effects.) On the following round, you burst forth from the rubble/concealment with a Mantle of Retribution upon you for a duration of your WIS mod in minutes. While this Mantle is in effect, you cannot fumble on an attack, and a roll of "1" is not considered an automatic failure on attacks, saving throws or ability checks. Also, you add a modifier of up to 2 to every die you roll (up to +2 or -2, whatever is to your advantage in that situation). This applies to attack/ability/save rolls, each damage die, percentile dice checks, and any other time you roll a die. Any opponent who engages you in melee combat during the duration of this effect takes a negative modifier of up to 1 to all their die rolls (up to +1 or -1, whatever is to their disadvantage in that situation.) NOTE: This technique is considered an Epic Spell when interacting with other abilities & effects. Once the contingent effect occurs, you must wait another month before you can re-activate this ability.
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Earth & Stone Techniques

I - The Earth Shields The Flesh: You can spend 3 uses of Stunning Fist and a Standard Action to use Stoneskin on yourself with a caster level equal to your Monk levels. You may choose to spend an extra use of Stunning Fist when you first initiate this technique to change the Damage Reduction type to Lawful, instead of Adamantine. This overlaps (does not stack) with any other Damage Reduction effect.

II - The Rock Embraces the Chosen: Once per day you can spend 4 uses of Stunning Fist and a Standard Action to use Wall of Stone, surrounding yourself and any willing allies in range with a protective barrier. The wall can be a ring open to the sky, or a dome that covers the space above you, or even a complete sphere surrounding you in every direction, at your option (though the latter choices will affect the wall's radius and thickness, as the spell). The wall lasts until you release it, or use this ability again.

III - Impenetrable Fortress of The Iron Yama: Once per month, you can spend 9 uses of Stunning Fist and a Full Round Action to root your Ki into earth and manifest the Spirit of the Mountains for up to 24 hours. You become immobilized (-2 Dex, cannot move from that spot), and render yourself completely invulnerable to physical damage (treat as DR infinite/-); only elemental damage, magic and other non-physical things can affect you. You cannot be knocked down, uprooted, or otherwise physically disturbed. Anything using Improved Grab or a similar effect against you must move into your space, since you cannot be moved, and they cannot take you off your feet only grapple you standing up. While in this state, it is still possible to wield weapons or engage in combat, or even activate other Techniques and Abilities, as long as they do not require leaving the spot where this Technique was activated. You can change the direction you're facing once per round as a Move Action, and you can rest/sleep in this state. If you rest/sleep in this state, you can choose to extend the duration for another 24 hours by foregoing the recovery of your 9 uses of Stunning Fist from when you activated this power, and spending 1 additional use of Stunning Fist. You must be standing on some sort of ground or large stable surface to use this ability (a ship's deck works, a tightrope or water-walking does not.) If your feet are touching natural earth or stone terrain, a pair of Iron Mountain Yetis will appear when you initiate this technique and remain for as long as you keep it active, or until they are slain. They will stand guard and defend you should any hostile creatures come within 60 feet of you, though they will never attack another master of this Technique, and they will not obey any of your commands other than "Attack" or "Don't Attack" (you may speak these to them telepathically). The Yetis will not interact with or respond to your allies unless any of them also happen to be Earth & Stone Monks, in which case they will show respect appropriate for their rank, though they never converse with anyone. Treat the Yetis as Apes with double normal Hit Dice + 7 Levels of Earth & Stone Monk, Large size, the Magical Beast Type and Earth Subtype, +20 feet to their Base Movement and Climb speeds, a Burrow speed of 20, +6 to all Ability Scores, metal skin granting +8 Natural Armor, +15 on Jump checks, the following Feats from Hit Dice: Pounce, Blindfight, Endurance, Diehard, and the Following Feats from the Monk Class: Stunning Fist, Combat Reflexes, Improved Trip, and, the Earth Shields The Flesh technique from this Ki Path —which they typically initiate on the Round they were summoned. This technique is considered an Epic Spell when interacting with other abilities & effects.
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The Path of the Stone Ocean
Requires: Power Attack, Improved Trip, Knockdown.

I - Ripple The Stone Ocean: You may spend 2 uses of Stunning Fist and a Standard Action to strike the ground and send a wave towards your opponent. Resolve this as a ranged touch attack, using your Unarmed Damage + STR mod. The Knockdown feat applies. At your option you may spend an additional use of Stunning Fist when you strike the ground to make it a Stunning Attack as well (resolve as normal). Also, you may use a Full Round Action instead of a Standard Action to employ your Mountain Strike through this Technique, though you still only hit one opponent even if you have 11 or more levels of Monk. Both you and your opponent must be standing on some sort of contiguous ground or large stable surface to use this ability (a ship's deck works, a tightrope or water-walking does not), although this ability is more difficult on floors made out of anything other than earth, metal or stone (requires the expenditure of one extra daily use of Stunning Fist.)

II - Stone Ocean Steals the Breath: Once per day you may spend 5 uses of Stunning Fist to use Flesh To Stone on an opponent as part of an attack action (this can be done during a full attack or as part of a single attack.) You must either hit them with an unarmed melee touch attack, or with your unarmed strike, at your option. DC is 16 + your WIS mod.

III - Open the Earth's Maw: Once per week you may spend 9 uses of Stunning Fist and a Full Round Action to strike the ground and cause an Earthquake effect centered at the location of your target. Anything within the area of effect is affected as per the spell (DC is Wisdom based). The target themselves are subjected to an epic Death attack (Fort Save DC = 25 + WIS mod), as well as the normal spell effects, for the very Earth opens its maw to swallow them whole. Both you and your opponent must be standing on some sort of contiguous ground or large stable surface to use this ability (a ship's deck works, a tightrope or water-walking does not), although this ability is more difficult on floors made out of anything other than earth, metal or stone (requires the expenditure of one extra daily use of Stunning Fist.) This technique is considered an Epic Spell when interacting with other abilities & effects.
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The Path of the Living Rock
Requires: Weapon Focus (Unarmed), Power Attack, Iron Will.

I - War Form of the Earth's Kin: You may spend 4 uses of Stunning Fist and a Full Round Action to transform into a Huge Earth Elemental, for a duration of your WIS mod Rounds. As a free action, you may spend 1 extra use of Stunning Fist to extend the duration for 1 Round, or 2 extra uses of Stunning Fist to extend the duration for an additional number of rounds equal to your WIS mod. If you are an Epic Monk, you may spend 1 extra use of Stunning Fist when you first initiate this Technique to assume the form of an Elder Earth Elemental instead. This technique works as the Polymorph spell with the exception that you are turning into an elemental which is not normally allowed with Polymorph, and also the restriction is lifted for HD limit for the Earth Elemental form. As normal with polymorph you gain the type and subtype of the Elemental form and all extraordinary special attacks. In addition you gain Darkvision 60' if you did not already have it. (this is an exception to the rule that you do not gain any of the new forms extraordinary special qualities.)

II - Earth Strikes The Sky In Anger: Once per day as a Full Round Action you may spend 7 uses of Stunning Fist and strike the ground beneath your feet to create a variant Earthquake centered on you with a 40' radius spread: Gravity itself is reversed for a round, and all enemies within range of the master of this Technique are immobilized several inches off the ground unless they have the ability to fly (No Save, No SR.) Melee combat is still possible for affected creatures adjacent to each other, albeit with a -4 penalty to attack, and they may cast spells if they succesfully make a concentration check DC 15 + Spell Level. Resolve the rest of the effects as the Earthquake spell, "Cave, Cavern, or Tunnel" or "Structure" variant as appropriate (regardless of what the natural terrain is since a reverse gravity cave-in occurs. DC is Wisdom based, and this effect may cause additional Concentration checks for Spellcasters). At the end of the effect, all creatures in the area can make either a Balance or Tumble check, or a Reflex save, to land on their feet. Anyone who fails lands prone. Terrain in the area of effect is now considered difficult, and if the effect occurred in a Structure the old floor is probably gone. You must be standing on some sort of contiguous ground or large stable surface to use this ability (a ship's deck works, a tightrope or water-walking does not), although this ability is more difficult on floors made out of anything other than earth, metal or stone (requires the expenditure of one extra daily use of Stunning Fist.) Solid metal floors and other special ground types may not be uprootable, in which case the cave-in effects do not happen, only the reversal of gravity.

III - Call Forth The Forgotten Guardians: Once per year, as a Full Round Action, you may spend 9 uses of Stunning Fist and perform an ancient Earth Kata as a call for aid. This technique will kill its user, and is always a self-sacrificing maneuver. The master of this ability offers their life to the Forgotten Guardians of Magma, Earth and Stone. In exchange, the Guardians will surface for the Monk's WIS mod in minutes, and any additional amount of time that they wish… to wreak extreme havoc on all nearby enemies, enemy fortifications and offending landscapes / terrains. The one who uses this technique will bear silent witness to the destruction, as they find themselves encased in the Living Rock, until the Guardians have finished their rampage. At that time, a journey to the Afterlife is inevitable, as the Guardians will take the Monk back into the Earth with them. Even after the Monk is gone, periodic tremors will occur centered on the spot where he last stood, for 1 hour. None of these effects can be dispelled by ANY means (including the Epic spell Anti-Magic Aura), as they are the result of direct divine intervention. This technique is considered a Divine Intervention when interacting with other abilities & effects. Only one being may use this Technique at a time.
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Wind & Storm Techniques

I - Ride The Dragon's Breath: You may spend 1 use of Stunning Fist as a Swift Action to gain +20 Jump, +5 to Balance & Tumble, as well as Good Maneuverability while airborne, for 1 Round. During this time you treat all jumps as Long Jumps, regardless of the direction of travel, and can even make direction changes like jumping around a corner, etc. You may spend an additional use of Stunning Fist as a Free Action at the end of your Round to remain airborne at the end of your jump as long as there is a creature, object or surface of Tiny size or greater for you to bound off of (effectively allowing you to travel very long distances).

II - Coax The Dragon's Wings: You may spend 2 uses of Stunning Fist to use Ride The Dragon's Breath as an Immediate Action instead of a Swift Action, you can extend your jumps as described without spending an additional use of Stunning Fist, or, if you do spend an additional use of Stunning Fist then you no longer need any creature, object or surface to bound off of in order to extend your jumps. Also, in any round in which your jump ends in an attack on an opponent or object, you automatically remain airborne if you wish but must take an immediate 5 foot step which positions you in a square where you threaten your target with a melee attack (even if you have already used your movement for the round or normally wouldn't get another 5 foot step that round). In any round in which you use Flurry Of Blows while airborne, you automatically remain airborne if you wish (just as if you'd jumped and attacked), however, you must make a 5 foot step both before and after your Flurry Of Blows and both moves must be to squares where you threaten an opponent with a melee attack. You can spread out your attacks for the Round across this 10 feet of movement if you possess the Spring Attack Feat, and you can attack multiple opponents if they're within reach during the move(s).

III - Invoke the Duel of the Heavens: Once per month, as a Full Round Action, you may call out a challenge with the volume of a thunderclap and spend 2 uses of Stunning Fist to target any individual in your line of sight with this ability, which will force both you and your target to engage in a duel to the death, starting on the following Round. Unlike ordinary duels, however, this one takes place in the sky. Both you and your target will be called up into the Heavens, where you will duel with whatever skills and abilities you possess along the Bridges Between Clouds; neither of you will be allowed to return to the earthen surface of Warj'Arune until one of you dies. Against another master of this Technique, use of this ability must be voluntary; you must each Invoke it upon the other in order to initiate the Duel. Anyone else, however, is forced to duel (no Saving Throw or Spell Resistance applies.) If a Duel is Invoked against an unworthy opponent (i.e. if they are not Epic, or their Effective Character Level is less than 90% of your Effective Character Level), you will be sent to the Afterlife after the Duel ends, regardless of whether or not you vanquish your target. If you win your Duel, you only need to wait 1 month before you can use this technique again. This technique is considered an Epic Spell when interacting with other abilities & effects. NOTE: This ability cannot be used in the Afterlife.
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I - Kick Of The Four Winds: You can spend 2 uses of Stunning Fist and a Full Round Action to make a special Charge attack jump kick against an opponent (you must have at least 10' of distance to Charge, as normal). If you hit your target's touch AC with your Charge attack (though in order to do damage, you must resolve the attack as normal), a copy of you will instantly appear adjacent to your target and kick him from that position using your highest base attack(your target is considered flat-footed against this attack.) If your copy hits your target's touch AC, a 2nd copy will instantly appear in another adjacent square and do the same thing (this copy will appear in a position flanking your target with you or your 1st copy, if possible, and either way your target is considered flat-footed against this attack.) If the 2nd copy also hits your target's touch AC, a 3rd copy will appear and do the same thing (it will appear in position to flank with you, if possible). You may spend an additional use of Stunning Fist to make your initial attack a Stunning Attack, as normal, but your copies cannot do so with theirs'.

II - Wind Spirit's Guardian: Once per day you may spend 4 uses of Stunning Fist and a Full Round Action to summon an unturnable and completely loyal Huge Air Elemental, for a duration of your WIS mod Rounds + 1 Round per Monk Level. As a free action, you may spend 1 extra use of Stunning Fist to extend the duration for 1 Round, or 2 extra uses of Stunning Fist to extend the duration for an additional number of rounds equal to your WIS mod. You can communicate with the Wind Spirit's Guardian telepathically at up to a 1 mile range, and it will follow your instructions to the best of it's ability. If you are an Epic Monk, you may spend 1 extra use of Stunning Fist to when you first initiate this Technique to summon an Elder Air Elemental instead.

III - Divine Wrath of the Eight Raging Dragon Winds: One per week, you may spend 9 uses of Stunning Fist and a Full Round Action to petition the Eight Dragon Winds for aid against an opponent you target. You open a portal into the Elemental Plane of Air and step through, while 8 nigh-invulnerable likeness of you step out adjacent to that target to engage in battle against him or her (or it.) They all have the Elemental Type and Air subtype, the better of your statistics and/or Elder Air Elemental statistics, and are unturnable, have damage reduction 20/magic and epic, are immune to all forms of elemental damage, and are Hasted and have True Seeing. They will use their best attack modes and combat options, though they operate individually and only flank or aid each other if it happens by coincidence. These likenesses remain and fight for a total of 1d4 + 1 rounds, at which point they dissipate into thin air and you return to the location from which you Invoked this power. This technique is considered an Epic Spell when interacting with other abilities & effects.
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I - Yin Yang Palm of Storms: Spend 2 uses of Stunning Fist as a Standard Action to create a Lightning Bolt, as the spell, except that the effect must either originate from you, or, if you pay an extra use of Stunning Fist, from the open sky. Treat your Monk level as the caster level, and the DC of the Reflex Save is 13 + your WIS mod.

II - Wind And Thunder Fist: Once per day you may spend 7 uses of Stunning Fist and a Full Round Action swirling both hands in a sphere before you to coalesce a raging, thundering ball of energy. On any following round, you may release it as a standard action and automatically target any square / hex within Long Range. A simultaneous Gust of Wind, Great Thunderclap and Chain Lightning effect all go off at once, centered wherever you targeted with a 30' radius area of effect. The Chain Lightning will do full damage to any one creature in the square / hex you targeted, and then you may choose secondary targets normally. The caster level equals your Monk level. DCs are as follows: Chain Lightning = 16 + WIS mod, Shout = 14 + WIS mod, Gust Of Wind = 13 + WIS mod. You may choose not to release the ball of energy and instead hold on to it as a Swift Action, for up to your WIS mod in rounds before it dissipates. You can spend 1 additional use of Stunning Fist to extend the duration that it lasts before dissipating by 1 round, or spend 2 uses of Stunning Fist to extend it by your WIS mod in rounds. You can hold onto the ball of energy with one hand, leaving the other free to perform tasks. It requires no concentration to maintain once formed.

III - Form of the Thunder God: Once per year, as a Full Round Action, you may spend 9 uses of Stunning Fist and perform an ancient Storm Kata as a call for aid. This Epic Technique will kill its user, and is always a self-sacrificing maneuver. The master of this ability willingly offers their life to the Thunder God. In exchange, the Thunder God will bestow upon the Monk a Divine Mantle of Battle for the Monk's WIS mod in minutes, plus any extra amount of time that the Thunder God wishes. For the duration of this effect, all six of the user's attributes will be raised by 8 (untyped bonus), and they will also be Hasted, Flying (Base Move Speed + 100, maneuverability Perfect), Fully Concealed, Immune to Electrical and Sonic damage types, immune to Mind effects, Blindness, Deafness, Death effects, Negative Levels, Slow, Petrification, Paralysis, Knockdown, Precision Damage and they will have True Seeing, a +5 sacred bonus to attacks, as well as Damage Reduction 20/Epic and Magic. While this Mantle is in effect, they cannot fumble on an attack, and a roll of "1" is not considered an automatic failure on attacks, saving throws or ability checks. They are surrounded by a damaging electrical shield that does 6d6 damage to anything they strike unarmed or with a metal object, or that touches them with a natural weapon or metal object, and Blinds anyone who looks at them directly from within 30 feet (Fort save DC = 25 + WIS mod). Half of this damage is considered divine and cannot be resisted, nor is subject to any electrical immunity. Anyone who enters their square (grappling, bullrush, etc.) suffers all the previously mentioned effects plus the effect of a Great Shout spell (DC = 25 + WIS mod) every round. Half of this damage is considered divine and cannot be resisted, nor is subject to any sonic immunity. They will also be at the center of a persistent Storm of Vengeance effect. None of these effects can be dispelled by ANY means (including the Epic spell Anti-Magic Aura), as they are the result of direct Divine Intervention. Additionally, once per round a Chain Lightning effect will erupt from the wielder of this power, automatically targeting the nearest hostile creature at the time. At the end of this grand display of divine power, a journey to the Afterlife is inevitable; the Monk will streak towards the Storm of Vengeance above them as a bolt of lightning, to answer the Thunder God's call. The Storm of Vengeance will persist centered on the spot where the Monk last stood before vanishing, for 1 hour. NOTE: This technique is considered a Divine Intervention when interacting with other abilities & effects. Only one being may use this Technique at a time.